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#1
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Problems Scaling a Biped
One of our animation teammates accidentially created a character (a teenage girl) 5 1/2 meters tall instead of 5 1/2 feet. She has a biped skeleton w/physique.
When we tried scaling her down it down it deformed her skin so horribly that she can only be used in a bizzarre horror movie. Is there any way to resize her without having to delete & reapply physique? It'll take a few hours to adjust physique after we apply it. |
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#2
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Re: Problems Scaling a Biped
I don't use Biped much, but you could maybe try turning off Physique (not deleting), and then scaling the person mesh, and then adjusting the Biped's property to be the right height (not scaling the biped).
Or, how about you scale everything else by three instead? (or does it involve other bipeds?) |
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#3
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Re: Problems Scaling a Biped
I had the same probliem, it was a pain to fix. If you can, before you add it to your scene scale it (take off the Physique for a moment) The way I ended up fixing it for me was to scale the entire scene up
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#4
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Re: Problems Scaling a Biped
Why can't you just scale the biped and the mesh together? then re apply physique?
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#5
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Re: Problems Scaling a Biped
Wait, did you scale her down as in use scale? Or did you just change her height?
To change the settings of a biped that has already been made: Select one of the biped's bones, click the motion tab on the command panel, enable figure mode (looks like a stick figure), open the structure roll out, and you can change the height. Hope this helps. |
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#6
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Re: Problems Scaling a Biped
Thanks for all the suggestions.
Our scene has another biped - to the correct scale. So we don't want to resize the static objects. I tried changing the height of the biped skeleton. That mostly worked but the skin has some stray vertices. I'll either have to clean them up or re-apply Physique and fiddle with the envelopes again. |
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